﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using LaughingDog.GameObjects;

namespace LaughingDog.Components
{
    /// <summary>
    /// A Behaviour is simply a Component that cane be enabled and disabled.
    /// </summary>
    public class Behaviour : Component
    {
        private Boolean mEnabled = true;

        /// <summary>
        /// Enables and disables this Behaviour.
        /// </summary>
        public Boolean Enabled { get { return mEnabled; } set { mEnabled = value; } }

        /// <summary>
        /// Creates a new instance of a Behaviour.
        /// </summary>
        /// <param name="gameObject">The GameObject that this Behaviour should be attached to.</param>
        public Behaviour(GameObject gameObject)
            : base(gameObject)
        {
        }
    }
}
